Setup

Example starting setup (for three players).

Each player picks their favorite pack: 6 cards with the same icon. (See Packs for what they do and recommendations.)

Pick one extra pack together. Shuffle all cards into one deck.

Deal 6 cards to each player. Place 3 cards face-up in the center of the table: these are your “piles”.

Playing with 2? Add one extra pack—which means 4 in total—and deal 10 cards each.

Objective

The game ends when one player is out of cards. The player with the most cards left wins. (Tied? Count the hand icons.)

You can also play multiple rounds and keep score. Your score for each round is #cards + #hands.

Gameplay

All players pick one secret card from their hand. When everyone is ready, reveal them all at the same time.

Any duplicate cards are removed. Then handle the cards from lowest to highest.

Start of a round: pick, reveal, remove duplicates.

Each card is placed on the pile with the closest number below it.

Claiming a pile means that the pile is removed. Any cards that show a hand icon () go into your hand. The card you played starts a new pile in its place.

That’s it! Have fun!

End of a round: handle cards from low to high. Place, claim, or take back.

Packs

The packs below are roughly in the order recommended. Further down the list, cards are less impactful and more of a fun gimmick.

For your first games, use one “reverse” pack and “neutral” cards otherwise. Afterwards, try adding one unique pack per game, to learn what they do. Once comfortable, add more and more special packs (replacing the neutral ones).

Reverse

Before handling each card, count the number of (visible) reverse cards. If odd, the rules are reversed.

When claiming a pile, hands are also reversed. (A card with no hand, now counts as a hand. A card with a hand icon does not.)

Example of a turn with the reverse active.

Takeback

This card can be played on a pile with the same number to claim it. If the card would claim a pile any other way, take it back into your hand instead.

Seethrough

It copies the number of the card below it and its hand (if it has one).

Additionally, …

This might mean that you don’t pick cards simultaneously anymore!

Examples of the (three) rules of seethrough cards.

Late Arrival

When played, immediately add one extra card from your hand to the round. (Proceed as normal; as if that card had been played right from the start.)

Sheriff

While visible, the sheriff’s number becomes the new extreme.

Examples of the (three) rules of sheriff cards.

Veto

When played, pick another card that’s still waiting to be played and remove it. If no such card exists, however, throw away a card from your own hand instead.

No Superheroes

While visible, all special card effects are disabled.

Super Numbers

Has two numbers.

Example of using the supernumber card (when playing, and when on top of a pile).

Biting Hand

When won, it negates all hands in the pile. You don’t get them and must throw away an extra card for each hand icon.

If the pile has no hands, keep any one card from it.

Sticky

Steal one card from everyone who played the same number this round. Additionally, all other duplicates are removed, but this card stays.

Second Hand

When won, either …

When played, all players give one card to their left or right. (Player decides the direction.)

Pile Driver

When played, grab part of its pile and place it on top of another. Do this before claiming the pile (if this card would do so).

If you grab the whole pile, leave this card to start a new one. (There must always be exactly three piles on the table.)

Example of using the piledriver card.

Copycat

After revealing the cards, pick a target: any card played by another player. Your copycat gets the same number and special effect as the target.

Once played on a pile, the card is simply itself again.

Calculator

Adds its number to the card on top of it. (Any number above 6, is rounded down to 6.)

If play is reversed, it subtracts its number. (Any number below 1, is rounded up to 1.)

Additionally, you may attach any number of Calculator cards to the actual card you play. These change its number in the same way. (When placed on the pile, place all attached calculator cards first, then the regular card on top.)

Example of using the Calculator card (in different ways)